Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
for the lower half of the illumination map, the part that always shone, the brightness at which is shown was was darker where the value was lower, so if faded from bright to no light.
I created a surface with an illumination map that shaded from black to grey, a color that shaded from bright to dark angled 90 degrees or perpendicular to the direction of the illumination map and a specular map that had a 45 degrees angle crossing both. The result showed that for the lower illumination levels it at night it shone always and in the color of the diffuse map and more where the specular map was darker. Where the illumination map was higher it was seperated into two parts; the part above 192 and the part below. It showed over time that from the far end of those two parts towards the middle light would apear. not randomly but kindof like waves. Also i noticed that for the higher value one of the two parts (values above 192) the speed at which this wave would apear was noticably slower, by aproximation between 2/3rd and 3/4th of the values lower than 192.
If there was any problem it was in the normals. Playing with the normals in 3DS max changes the way light and shadow behaved on the model. Making them all point upwards did result in a glitchy shadow, however the model was way more bright even in the dark. I just dont know how to edit normals correctly :P